This is the old obsolete guide.
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wca wrote:
This is still a work in progress, but I have added the most important stuff.

Here at DXII, creating a map is a fairly simple process that anyone is allowed to take part in. These are the few things you'll need to know if you would like to create your own map:

1. A Cool Theme
-----Please try and come up with a unique, interesting idea for your map project. Don't do something that has already been done. For example, we already have a USA map, so we don't need another one. Try and cover a region or idea that hasn't been done before, and you will get more support. Also, just having some random colored squares attack each other will make a rather boring map. So try and come up with something original and interesting for your map idea.

2. A Map Thread
-----While working on your map, please create a thread in the Map Creation forum to show us what you're working on. That allows the rest of the site to see your progress and offer ideas on how to improve the map. Just make the thread title the name of your map. Keep in mind that people might offer lots of suggestions, so try and be open to criticism and willing to improve your map if people think it could be better.

3. A Good Looking Map
-----Even though everyone has ideas for new maps, not everyone has the abilities to produce a high quality map image. Even though DXII needs lots of maps, those maps need to be of a reasonably good quality to be accepted, so you can't just draw some circles in MS Paint and call it a map. Also, be sure people will be able to clearly see, read, and understand what is happening on your map. If the map has really confusing graphics, that will just confuse the people trying to play on it and make things more difficult for everyone.

4. A Correctly Sized map.
-----The maximum size allowed for maps on DXII is currently 1024 pixels wide. The colored army circles that are placed on the map are 26 pixels wide, so make sure your territories are big enough to fit those circles. The only image you need to create it the large, 1024 pixel wide version. The small version will be created automatically when the map is uploaded to the site.

5. Map Coding for DXII.
-----As a mapmaker, you do not need to worry about writing the coordinates or connections that DXII uses to run the game. All of that work will be done behind the scenes by the Head Cartographer. All you need to do is provide the map image.

Notes about the use of a map on DXII:
-----Though users may want a map to be available on DXII, the final decision on the use of a map is made by the Head Cartographer and the Admin of this site.
-----A map might be rejected if:
The graphics aren't high enough quality.
The map is insulting or offensive to any group or individual.
The idea you are creating has already been done.
-----If a map is rejected for any reason, the Head Cartographer will explain why the map was not used and will offer suggestions on how to change the map so it is acceptable.
-----To make a map playable on DXII, the mapmaker must first agree to the Cartographer Copyright Agreement.

CARTOGRAPHER COPYRIGHT AGREEMENT:
The author retains copyright on their work, and gives Dominating Twelve permission to use the imagery free of charge, for as long as Dominating Twelve sees fit on the Dominating Twelve website. Dominating Twelve cannot sell, lease, or lend the right to use the images to anyone else. The author swears that their map is their own work, or a legal derivative work and by submitting it, do hereby claim all responsibility for that being true.
F1fth wrote:
Please do. I'd like to try my hand at mapmaking, but I don't know where to start in regards to DXII.
---
"A short life and a merry one be my motto" -Bartholomew Roberts
wca wrote:
I think I covered everything you'll need to know.
If I missed anything, leave a comment here and I'll edit the guide.
wca wrote:
t-o-m - Oct 18, 04:02 PM
Just seems copied from that other site...
Do you have any ideas on how to make it more unique?
I'd like to be sure the two sites are fairly different, but as far as creating game maps goes, the system will be pretty similar no matter where you go to do it.
t-o-m wrote:
Well, if you're serious about this, then I'd suggest being creative and making up a completely new way of doing things and no referring to CC for guidance.
4myGod wrote:
t-o-m have any idea of a new way of doing things that might be better?

I know we want to be different from that other site, but we don't want to end up being worse just in an effort to be different. Let's try thinking of what would the easiest process/guide for people to understand and follow. I was never into map making, however I gave this a little thought and perhaps might help wca in writing the best guide ever known to man, or something close:

When I see a map I see 3 parts
- Theme (could also be idea)
- Graphics (the map)
- Strategy (could also be gameplay)

Perhaps if we broke this down and explained it to people and tell them where and when to do each of these. Perhaps strategy/gameplay should be done before the graphics. Just a rough sketch so we can all critique it before they get too deep into it.

So theme would be the location of the map and the style of graphics, style could also be listed under graphics. Such as an old burnt map style graphics or perhaps a modern looking map or maybe a shiny Web 2.0 looking map or something. Graphics would be the creation of the map design. Gameplay would be the location of the territories and adjacencies and whether or not it would be fun to play. Perhaps we should actually have that before the Graphics.

I'm just brainstorming here, please if anyone else has ideas for wca throw them down. I think wca has a lot of knowledge about building maps and if we all brainstorm about the map making process he could come up with a great guide.
chris wrote:
One of the biggest things I have trouble with on maps is the Strategy/Gameplay portion of it. I can make a map of a city or house or asteroid belt, and once I've got the theme the graphics will follow provided I have sufficient skills and motivation, but I don't know how to look at a map and know how the gameplay will work out. There were a couple of guides on <i>that other site</i>, but nothing particularly useful.



Well, of course I'm mad. It makes things a great deal more interesting.
wca wrote:
I've never been too big on gameplay, either. Usually, I just do what I think feels right, and try not to get too technical about it.

Just make sure none of the areas of the map are too extremely powerful, and it should be alright.
4myGod wrote:
I think gameplay is something to be thought about. People like to be able to fortify an area. I don't think people are too fond of unnecessary blocks between countries. They want to be able to protect a 5 territory set with 1 or 2 or 3 territories. However they also don't want to make huge bottlenecks like my Thailand map that I didn't finish.

Perhaps if we found out more about the key to what makes a map fun, the types of things that make a map addicting, we can produce better maps.

I guess for me, I like a map to have many options. For example a big map with lots of water routes so you can sneak up on an enemy, or perhaps many types of bonuses you can get, something that you can really think out a good strategy for and win. The world map to me is a very simple map, not too much to it. However a map like the Panama map has many harbors and different ways you can attack making it more complex, requiring more thought. Though if there is too much and it's too difficult to figure out what does what, then it will just scare people off.

If the map will end up resulting in the same battles everytime people play, they might get bored of it.
kawe wrote:
I think it's clear how to make a map, but how can I start? Or where is the link to the program where I can make it?
1771 wrote:
who is wca and how come i've never seen him on here before?
cody224 wrote:
1771: He used to play back when the site was made, and helped create some of the sites maps.
1771 wrote:
thanks man i was wondering because i haven't ever played him